How to read this
- Pick a player on the left. A player is a recording of someone playing β either one of your real runs (Recorded run tab; send one here with the π button next to a replay on the game's stats page) or a made-up one (Synthetic: "Steady" plays cleanly, "Fumble & carry on" does what you did at bar 20 of Feux Follets, "Breakdown + restart" flubs and restarts a bar back, etc.).
- βΆ Run all 10. The same playing is fed to ten different clock-following algorithms, using the real game engine.
- Read the sentence in the "What it did" column β β it kept up with the player, β οΈ small trouble, β it ran ahead, fell behind or stopped the run. The numbers to the right say the same thing in seconds; hover a column name for its meaning. The first row is the best for this player.
- Click a row to see its timeline: grey = where the player was in the piece, blue = where the game's clock was. Perfect following = the lines sit on top of each other. Blue above grey = the game ran ahead (your Feux symptom). The ten little charts below compare all of them at once.
- When an algorithm convinces you, press its "use" button β the game plays with it from your next free-form run (the π tempo pill in the game shows its name). To compare algorithms fairly, try several players: a clean one, a messy one, and your own recordings.
Rows tie at β when a player is too easy to tell the algorithms apart β that's information too (they all cope); the interesting players are the messy ones and your real runs.
Scoreboard
| Run the algorithms to fill this in. |
Hover a column name for what it measures. Everything is in seconds of music or in counts; Drift is the one number that summarises following quality (0 = perfect).
Timeline
player's position follower clock
tempo estimate (right axis, Γ nominal) wrong key
reclaimed note distressed
stopped (fail overlay)